Video game processing apparatus and video game processing program

ABSTRACT

A video game processing apparatus for controlling progress of a video game is provided. A plurality of characters including a user character and a friend character appears in the video game. A user and the other user operate the user character and the friend character, respectively. Action content identification information, a display condition and an action content are stored in a memory so as to be associated with each other. The video game processing apparatus shows action content identification information corresponding to the display condition to the user in a case where the display condition is satisfied during progress of the video game. In a case where a selection operation for the shown action content identification information is received, the video game processing apparatus causes any of the plurality of characters to carry out the action content corresponding to the action content identification information.

CROSS-REFERENCE TO RELATED APPLICATION

The present application claims the benefit of priority from U.S. Provisional Application No. 61/769,931, filed on Feb. 27, 2013, and relates to subject matter contained in Japanese Patent Application No. 2013-077947, filed on Apr. 3, 2013 and Japanese Patent Application No. 2013-113318, filed on May 29, 2013. The disclosure of each application is expressly incorporated herein by reference in their entirety.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The present invention relates to a video game processing apparatus and a video game processing program for controlling progress of a video game in which a plurality of characters including a user character operated by a user appear.

2. Description of the Related Art

Heretofore, a system to suggest to a user that the user should take an action (or an action to cause a user character operated by the user to take) in accordance with progress of a video game is known.

As techniques related to such a system, for example, there is a technique to display commands that are suitable for a battle status and can be received from a user on a display screen (see Japanese Patent Application Publication No. 2010-142346, for example).

In such a system, suggestion provided to a user from the system side allows the user or the user character (hereinafter, referred to as “the user or the like”) to take an appropriate action in accordance with a progress status of a video game. However, a method of causing the user or the like to take a suggested action requires the user or the like to carryout input operations by a defined method as usual.

For this reason, it is desired a method of causing the user or the like to take an action intended by the user or the like more easily. Namely, it has been desired that the user or the like can carry out an “appropriate action according to a status of the user or the like in the video game”, which is thought to be intended by the user or the like, more effectively.

SUMMARY OF THE INVENTION

The present invention has been made in order to solve the problem described above, and it is an object of the present invention to be capable of causing a user to take an action desired by the user more easily.

In order to achieve the above object, in one aspect of the present invention, the present invention is directed to a video game processing program product for controlling progress of a video game. In this case, a plurality of characters including a user character appears in the video game, and a user operating the user character. The video game processing apparatus according to the present invention includes a memory for storing action content identification information, a display condition and an action content so as to be associated with each other.

The video game processing apparatus also includes an action content identification information display controller for showing action content identification information to the user in a case where the display condition is satisfied during progress of the video game, the action content identification information corresponding to the display condition.

The video game processing apparatus also includes a selection operation receiver for receiving a selection operation for the action content identification information shown by the action content identification information display controller.

The video game processing apparatus also includes an action content executor for causing any of the plurality of characters to carryout the action content corresponding to the action content identification information in a case where the selection operation for the action content identification information is received.

By configuring the video game processing apparatus as described above, it is possible to cause a user to take an action desired by the user more easily.

In the video game processing apparatus according to the present invention, it is preferable that: a friend character is included in the plurality of characters, the friend character taking an action in an action rule different from that of the user character as a friend of the user character; the display condition includes a reverse support identification information display condition corresponding to action content identification information, the action content identification information indicating a reverse support that is different from a support in which the user character influences on a status of the friend character, the friend character influencing on a status of the user character in the reverse support; the action content corresponding to the reverse support identification information display condition contains the content of an action that can be carried out by the friend character; the action content identification information display controller shows the action content identification information corresponding to the reverse support identification information display condition to the user in a case where the reverse support identification information display condition is satisfied; and the action content executor causes the friend character to carry out the action content in a case where the selection operation receiver receives a selection operation of the action content identification information.

In the video game processing apparatus according to the present invention, it is preferable that: a friend character is included in the plurality of characters, the friend character taking an action in an action rule different from that of the user character as a friend of the user character; the display condition includes a support identification information display condition corresponding to action content identification information, the action content identification information indicating a support in which the user character influences on a status of the friend character; the action content corresponding to the support identification information display condition contains the content of an action that can be carried out by the user character; the action content identification information display controller shows the action content identification information to the user in a case where the support identification information condition is satisfied; and the action content executor causes the user character to carry out the action content against the friend character as a target in a case where the selection operation receiver receives a selection operation of the action content identification information.

In the video game processing apparatus according to the present invention, it is preferable that the video game processing apparatus further includes a command display controller for showing a command associated with the action content identification information in advance to the user in a case where the selection operation receiver receives a selection operation of the action content identification information.

In the video game processing apparatus according to the present invention, it is preferable that the action content identification information display controller shows a speech balloon image to the user, the speech balloon image indicating a speech balloon that includes a character string constituting the action content identification information.

In the video game processing apparatus according to the present invention, it is preferable that: the action content identification information display controller includes an image display controller for causing a display device to display an image corresponding to action content identification information whose display condition is satisfied on a display screen; and the image display controller causes the display device to display the image at a display position according to movement of the character.

In the video game processing apparatus according to the present invention, it is preferable that: the action content identification information is stored in the memory so that the action content identification information is associated with a display target; the image display controller includes an image display position determiner for determining a position, at which the image is displayed, from among a plurality of display position candidates on the basis of the position of the display target, the plurality of display position candidates including a vicinity of the display target and a predetermined display area; and the image display controller causes the display device to display the image at the position determined by the image display position determiner.

In the video game processing apparatus according to the present invention, it is preferable that: the action content identification information display controller includes an image display controller for causing a display device to display an image corresponding to action content identification information whose display condition is satisfied on a display screen; and the image display controller causes the display device to display an image having a mode according to a position of the character.

In the video game processing apparatus according to the present invention, it is preferable that the action content identification information is stored in the memory so that the action content identification information is associated with a display target; the image display controller includes a display mode determiner for determining a display mode of an image on the basis of a position of the display target; and the image display controller causes the display device to display the image according to the display mode determined by the display mode determiner.

In the video game processing apparatus according to the present invention, it is preferable that: the image display position determiner determines that the image is displayed in the vicinity of the display target in a case where the position of the display target is positioned within a game screen; and the image display position determiner determines that the image is displayed at the predetermined display area in a case where the position of the display target is not positioned within the game screen.

In the video game processing apparatus according to the present invention, it is preferable that: a friend character is included in the plurality of characters, the friend character taking an action in an action rule different from that of the user character as a friend of the user character; the display condition includes a special support identification information display condition corresponding to action content identification information, the action content identification information indicating a special support in which the friend character influences on a status of the friend character or other friend character different from the friend character; the action content corresponding to the special support identification information display condition contains the content of an action that can be carried out by the friend character; and the action content executor causes the friend character to carry out the action content in a case where the selection operation receiver receives a selection operation of the action content identification information.

In the video game processing apparatus according to the present invention, it is preferable that the action content identification information contains a character string that indicates a character's line to suggest the action content to the user.

Moreover, in another aspect of the present invention, the present invention is directed to a non-transitory computer-readable medium including a video game processing program product for causing a computer to control progress of a video game. In this case, a plurality of characters including a user character appears in the video game, and a user operates the user character. Further, the computer includes a memory for storing action content identification information, a display condition and an action content so as to be associated with each other. The video game processing program product according to the present invention causes the computer to execute steps including showing action content identification information to the user in a case where the display condition is satisfied during progress of the video game, the action content identification information corresponding to the display condition.

The steps also include receiving a selection operation for the action content identification information in the showing action content identification information to the user.

The steps also include causing any of the plurality of characters to carryout the action content corresponding to the action content identification information in a case where the selection operation for the action content identification information is received.

According to each embodiment of the present invention, it is possible to cause a user to take an action desired by the user more easily.

BRIEF DESCRIPTION OF THE DRAWINGS

The foregoing and other objects, features and advantages of the present invention will become more readily apparent from the following detailed description of preferred embodiments of the present invention that proceeds with reference to the appending drawings:

FIG. 1 is a block diagram showing an example of a configuration of a video game processing system;

FIG. 2 is a block diagram showing an example of a configuration of a video game processing server;

FIG. 3 is a block diagram showing an example of a user terminal;

FIG. 4 is an explanatory drawing showing an example of a storage state of action support information;

FIG. 5 is a flowchart showing an example of game processing;

FIG. 6 is an explanatory drawing for explaining an example of a battle screen;

FIG. 7 is a flowchart showing an example of command executing processing;

FIG. 8 is an explanatory drawing for explaining an example of the battle screen on which a command is displayed;

FIG. 9 is an explanatory drawing for explaining an example of an execution target selecting screen;

FIG. 10 is a flowchart showing an example of action support information displaying processing;

FIG. 11 is an explanatory drawing for explaining a speech balloon image;

FIG. 12 is an explanatory drawing for explaining a predetermined area in which the speech balloon image is displayed;

FIG. 13 is an explanatory drawing for explaining an example of the game screen after action content identification information is selected;

FIG. 14 is an explanatory drawing for explaining another speech balloon image; and

FIG. 15 is a flowchart showing another example of the action support information displaying processing.

DETAILED DESCRIPTION OF THE INVENTION

Hereinafter, examples of one embodiment according to the present invention will be described with reference to the appending drawings.

First Embodiment

FIG. 1 is a block diagram showing an example of a configuration of a video game processing system 100 according to one embodiment of the present invention. As shown in FIG. 1, the video game processing system 100 includes: a video game processing server 10; and a plurality of user terminals 21 to 2N (“N” is an arbitrary integer) respectively used by a plurality of users. In this regard, the configuration of the video game processing system 100 is not limited to this configuration. The video game processing system 100 may be configured so that a single user terminal is used by a plurality of users. Alternatively, the video game processing system 100 may be configured so as to include a plurality of servers.

Each of the video game processing server 10 and the plurality of user terminals 21 to 2N is connected to a communication network 30 such as the Internet. In this regard, although it is not shown in the drawings, each of the plurality of user terminals 21 to 2N is connected to the communication network 30 by carrying out data communication with a base station managed by a carrier by means of a wireless communication line.

The video game processing system 100 has various kinds of functions to control progress of a video game (a so-called online game) in which a plurality of players plays in the same virtual space (including a synchronous virtual space and an asynchronous virtual space). In this regard, in the present embodiment, the case where the video game processing system 100 is suitable for a so-called browser game will be described as an example.

The video game processing server 10 is managed by an administrator of the video game processing system 100, and has various kinds of functions to provide (or deliver) information on the video game to the user terminals 21 to 2N.

The video game processing server 10 is configured by an information processing apparatus such as a WWW server, and includes a storage medium for storing various kinds of information. In this regard, it is preferable that in the video game processing system 100, the information regarding the video game is managed by the video game control server 10 in the light of the fact that a processing load on each of the plurality of user terminals 21 to 2N is to be reduced in the video game processing system 100. However, the video game processing system 100 may be configured so that each of the plurality of user terminals 21 to 2N manages part or all of the information on the video game.

FIG. 2 is a block diagram showing an example of a configuration of the video game processing server 10. As shown in FIG. 2, the video game processing server 10 includes: a control section 11; a communication section 12; a searching section 13; a determining section 14; an updating section 15; and a video game information storage section 16.

The control section 11 includes a CPU, a ROM and the like, and has a function to carryout controls of the whole video game processing server 10 in accordance with control programs stored in the video game information storage section 16.

The communication section 12 has a function to carry out communication with each of the plurality of user terminals 21 to 2N via the communication network 30 such as the Internet.

The searching section 13 has a function to search for information according to progress of the video game (for example, information according to a progress status of the video game in each user terminal) from among various kinds of information stored in the video game information storage section 16.

The determining section 14 has a function to carry out various kinds of determinations in accordance with progress of the video game.

The updating section 15 has a function to update various kinds of information stored in the video game information storage section 16 in accordance with progress of the video game. In this regard, the video game processing server 10 may be configured so that the information used for updating processing is acquired from the plurality of user terminals 21 to 2N. Alternatively, the video game processing server 10 may be configured so that such information is prepared in advance in the video game information storage section 16.

The video game information storage section 16 is configured by a database apparatus, for example. The video game information storage section 16 is a storage medium for storing various kinds of information on the video game whose progress is controlled by the video game control system 100 and various kinds of data such as control programs for the video game.

Here, an outline of the video game whose progress is controlled by the video game processing system 100 will be described. In the present embodiment, the video game processing system 100 controls progress of a so-called online RPG (online role-playing game) that is played by the corresponding player in each of the plurality of user terminals 21 to 2N. Namely, the video game processing system 100 controls progress of the video game in which some relationship between the plurality of users who respectively operate the plurality of user terminals 21 to 2N is generated.

In the present embodiment, the video game processing system 100 is configured so that the video game includes a battle scene in which a user of a user terminal (that is, a player of the video game) operates a character (a user character, a player character or an avatar), which becomes his or her own alter ego in a virtual space, to battle with an enemy character. Further, in the video game according to the present embodiment, the user is allowed to lead other user's alter ego to a battle as a friend (friend character) that battles with an enemy character together with the user's alter ego. Further, in the battle scene according to the present embodiment, a speech balloon is displayed on a game screen in accordance with a status of the battle (for example, a state of a status of each of the user character and the friend character). This speech balloon plays a role to suggest, to the user, an action (for example, an action for recovering a friend character, an action for requiring a friend character to recovery his or her life) that is to be taken by the user in accordance with a status of the battle, such as “Recovery my life.” or “May I recover you?”, for example. Moreover, in the video game according to the present embodiment, the speech balloon plays a role of a so-called shortcut key, and the user carries out an operation to select the speech balloon (for example, a selection operation according to a specification of the user terminal, such as selection by a mouse pointer, selection by a touch operation toward a touch panel, and the like), whereby the user can take an action suggested by the speech balloon.

In order to control progress of the video game described above, in the present embodiment, the video game information storage section 16 includes: a user information storage section 16 a; and a battle related information storage section 16 b (see FIG. 2). In this regard, information for controlling progress of the video game described above is also stored in a storage section of each of the user terminals. The configuration of the user terminal will be described later.

The user information storage section 16 a is a storage medium for storing user information. The user information is information on the respective users. In the present embodiment, the user information contains information required for the user to operate the user character and thereby carry out the video game, such as identification information and a level of the user, possessed items and the like (not shown in the drawings). Further, in the present embodiment, the user information contains various kinds of information that is used for leading a user character of the other user to a battle as a friend by each user. In this regard, since a known art is used for the configuration to lead a character of other user, detailed explanation herein is omitted.

The battle related information storage section 16 b is a storage medium for storing battle related information. The battle related information is information to be utilized for the user to carry out a battle against an enemy character in the video game. In the present embodiment, the battle related information may contain various kinds of information regarding a battle, such as an image and a status of an enemy character, a stage configuration and an action rule, and the like (not shown in the drawings). In this regard, as the battle related information, information used to control progress of a so-called raid boss battle (for example, a battle availability period, a battle participant, a battle participation privilege and the like) may be contained.

Each of the plurality of user terminals 21 to 2N is managed by a user (or a player) who carries out the video game, and is configured by a communication terminal, such as a personal computer, a stationary game apparatus, a cellular phone terminal, a PDA (Personal Digital Assistants) and a mobile game apparatus, by which the user can play a network delivery-type game, for example. Each of the plurality of user terminals 21 to 2N has hardware (for example, a display device for displaying a game screen, an audio output device and the like) and software to carry out a video game by connecting the user terminal 21 to 2N to the communication network 30 and carrying out communication with the video game processing server 10. In this regard, the video game processing system 100 may be configured so that the plurality of user terminals 21 to 2N can directly communicate with each other without passing through the video game processing server 10.

FIG. 3 is a block diagram showing an example of the user terminal 21. As shown in FIG. 3, the user terminal 21 includes: an action content identification information display section 211; a selection operation receiving section 212; an action content executing section 213; a command display section 214; and a video game information storage section 215. In this regard, the user terminal 21 also includes a general configuration for carrying out a video game, such as a control section, a communication section and the like, as well as the video game processing server 10. However, their explanation herein is omitted.

The action content identification information display section 211 has a function to display the action content identification information, for which a predetermined display condition is satisfied during progress of the video game, on the game screen. In the present embodiment, the action content identification information display section 211 displays the action content identification information whose display condition is satisfied in the vicinity of at least one character of a plurality of characters displayed on the game screen. Further, the action content identification information display section 211 according to the present embodiment displays the action content identification information on the basis of a position of a character on the game screen as a display target of the action content identification information (or the virtual space and a virtual camera). Namely, for example, in the present embodiment, a speech balloon image as the action content identification information is moved so as to follow a character as a display target when the character moves. In this regard, the action content identification information will be described later in detail.

The selection operation receiving section 212 has a function to receive a selection operation of the action content identification information displayed on the game screen. In the present embodiment, the selection operation receiving section 212 receives a selection operation by the user via an operating section (that is, a controller) included in the user terminal 21. Namely, for example, the selection operation receiving section 212 receives a selection operation by the user by means of specification of a position by the mouse pointer and a selection instruction by a click operation. In this regard, the configuration to receive a selection operation is not limited particularly. However, it is preferable that the configuration has a configuration that the user can operate instinctively. As another example of receiving a selection operation, there is a configuration using a touch panel as the operating section.

The action content executing section 213 has a function to cause a character participating in a battle to carry out the action content corresponding to the action content identification information in a case where a selection operation of the action content identification information is received. In the present embodiment, since one user character and at least one friend character participate in a battle as a general rule, the action content executing section 213 causes any one of the plurality of characters to carry out the action content corresponding to the action content identification information selected by the user. In this regard, in the present embodiment, the friend character does not receive a selection of a command by the user, but an action of the friend character (for example, movement or selection of a command) is controlled by a computer (that is, the user terminal 21) in accordance with an action rule prepared in advance. Further, in the present embodiment, in a case where the user does not input an instruction for the user character for a specific time, an action of the user character UC is also controlled by the computer in accordance with an action rule prepared in advance.

The command display section 214 has a function to selectably display an instruction (command) to the user character. In the present embodiment, the command display section 214 displays commands that the user can select from among a group of commands configured in a hierarchical structure in a predetermined area of the game screen. Further, the command display section 214 displays a plurality of commands hierarchically. Namely, for example, in the present embodiment, the command display section 214 first displays a category of a command (for example, “skill” or “item”). In a case where one category is selected by the user, the command display section 214 displays the command positioned at a lower layer of the selected category (for example, if the selected category is “item”, “(use of) an item A” or “(usage of) an item B”). Moreover, in a case where the action content identification information is selected by the user, the command display section 214 according to the present embodiment displays a command associated with the selected action content identification information in advance. Namely, the command display section 214 according to the present embodiment has a function to display one command from a plurality of routes.

The video game information storage section 215 is a storage medium in which various kinds of information regarding the video game whose progress is controlled by the video game processing system 100 various kinds of data such as a control program for the video game and the like are stored. In the present embodiment, the video game information storage section 215 includes an action support information storage section 215 a as a storage medium for storing information (that is, action support information) different from the information stored in the video game information storage section 16 of the video game processing server 10. In this regard, the video game processing server 10 may be configured so that the action support information is stored therein.

The action support information storage section 215 a is a storage medium for storing the action support information. The action support information is information for causing the user to take an appropriate action in accordance with a status of the video game. In the present embodiment, the action support information contains: information necessary for displaying an image that suggests an action of the user in accordance with a progress status of a battle in an appropriate form at appropriate timing; and information necessary for associating the image for suggesting the action of the user with the action content of the character. Namely, in the present embodiment, the video game processing system 100 is configured so that the user is allowed to cause the user character or friend character to take an action using an interface different from a usually used interface by displaying the image on the game screen on the basis of the action support information.

FIG. 4 is an explanatory drawing showing an example of a storage state of the action support information stored in the action support information storage section 215 a. As shown in FIG. 4, the action support information contains: action content identification information; a display target; a display condition; and an action content.

The action content identification information is information to be displayed for suggesting an action (or an action that is thought to be taken) to the user. In the present embodiment, the action content identification information contains; a character's line (character string); and a display form of the character's line. For example, in a case where a character string “Recovery my life.” is displayed on the game screen as a friend character's line, the user can judge that a “speech balloon” as a display form suggests the user to recover the friend character displayed on the game screen. Therefore, in the action content identification information according to the present embodiment, the character's line “recovery my life.” is associated with the display form “speech balloon”. In this regard, as another example, a character string “It hurts!” that suggests an action to recover to the user, and a character string “May I recover you?” that suggests an action to require a friend character to be recovered are contained as well as the character string “Recovery my life.”. In this regard, the character's line is not limited to ones constructed by a plurality of character strings. For example, the video game processing system 100 may be configured so that the character's line includes a symbol such as “!”, or the like.

The display target means a character that is a speaker of the character's line. For example, between the case where a character's line “Recovery my life.” is displayed as the line of a user character operated by the user and the case where the character's line “Recovery my life.” is displayed as the line of a friend character, which is a character that the user cannot operate (or can operate only a certain range of operations except for a concrete instruction, such as setup of strategy and the like), the content of an action that the user is suggested by the character's line “Recovery my life.” is different from each other. For that reason, in the present embodiment, the action content identification information is associated with a display target.

The display condition means a condition for displaying a character's line as the character's line of the corresponding display target in a corresponding display form (that is, a status of the video game). For example, when an associated display condition “an HP of a friend character is 30% or less of the maximal value and the user character can use a recovery item or a recovery magic (or a recovery system command that belongs to a different category from an in-game item, such as a recovery technique and a recovery skill)” is satisfied, a character's line “Recovery my life.” that may be an opportunity for support is displayed as a character's line of the corresponding display target “friend character”. Further, when an associated display condition “the HP of the user character is 30% or less of the maximal value and the friend character can use a recovery item or a recovery magic” is satisfied, a character's line “May I recover you?” that may be an opportunity for reverse support is displayed as a character's line of the corresponding display target “friend character”. In this regard, a situation that any other character's line different from the display target is displayed may be included as the display condition. In the present embodiment, a character's line “OK!” displayed as a friend character's line is associated with a display condition “the friend character can use a recovery magic when the user character is in a state that the user character makes a statement ‘Someone recover my life!’.

The action content means the content of an action that a character arranged in the virtual space takes when the action content identification information displayed on the game screen is selected by the user. Namely, in the present embodiment, in a case where a speech balloon (or a speech balloon image) is displayed as the action content identification information, the user selects the displayed speech balloon, whereby the character (for example, the user character or the friend character) can be caused to take an action according to a status of the video game. Hereinafter, in the present embodiment, the case where an action to cause a character to recover other character is set up as an action content will be described as an example. In this regard, in the present embodiment, an action that the user character recovers a status of a friend character (various kinds of states such as an HP, an MP, and an abnormal state) is called as “support” or a “support action”. In contrast, an action that a friend character recovers a status of the user character is called as “reverse support”. In this regard, the content of support or the content of reverse support is not limited to recovery of a status, and may be the content in which an action of one character corresponds to support for the other character.

As shown in FIG. 4, the action content according to the present embodiment contains: an action subject; an action target; and corresponding processing. The action subject means a character against which an action is carried out. The action target is a target of the action to be carried out, and the action target means a character that is influenced by the action carried out by the action subject. The corresponding processing means processing carried out by the user terminal when selection for the action content identification information displayed on the game screen is received. In the present embodiment, as the corresponding processing, processing to display a command that the user can select in response to selection of the action content identification information (for example, processing to display the recovery system command in a state that the friend character is set as a recovery target) and processing to define an action of the friend character in response to selection of the action content identification information (for example, processing to cause the user character to carry out a recovery magic) are included.

Next, an operation of the video game processing system 100 according to the present embodiment will be described. In this regard, the content of operations and/or processing with no relationship to the present invention may be omitted.

FIG. 5 is a flowchart showing an example of game processing carried out by the video game processing system 100. In the game processing, processing to cause the user to play the video game is carried out. Hereinafter, the case where the video game processing server 10 and the user terminal 21 carry out the game processing will be described as an example.

The game processing is started in a case where the video game processing server 10 receives a request to display a battle screen from the user terminal 21, for example.

In the game processing, the video game processing server 10 first transmits battle information to the user terminal 21 (Step S101). The battle information contains: the user information; information regarding friend characters; and information regarding an enemy character. In the present embodiment, the video game processing server 10 searches for information required to allow the player of the user terminal 21 to play a battle game as apart of a browser game in the user terminal 21 (in addition to the information mentioned above, information that is not stored in advance in the video game information storage section 215 of the user terminal 21; for example, virtual space information and the like) from the storage area in the video game information storage section 16 included therein; and transmits the searched information to the user terminal 21.

When various kinds of information, which are transmitted from the video game processing server 10 in response to the request to display the battle screen transmitted by the user terminal 21, is received, the user terminal 21 causes the display device provided therewith to display the battle screen on a display screen of the display device on the basis of the received information (Step S201).

FIG. 6 is an explanatory drawing for explaining an example of the battle screen. As shown in FIG. 6, the user character UC; an enemy character EC; a plurality of friend characters FC1, FC2; and a plurality of status display areas (including a user status display area 601, an enemy status display area 602 and a friend status display area 603) for displaying various kinds of statuses are provided on the battle screen according to the present embodiment. In this regard, an image obtained by taking a battle stage as the virtual space with the virtual camera is displayed on the battle screen that is one kind of the game screen. In the present embodiment, the user terminal 21 controls the virtual camera so that the user character UC and the enemy character EC fall within the battle screen. For that reason, a part or all of the plurality of friend characters may not be displayed on the battle screen.

Commands that can be selected by the user are displayed in the user status display area 601 in addition to various kinds of statuses including the HP of the user character (for example, an accessory or component and a skill point). Various kinds of statuses (for example, a level) including an HP of the enemy character are displayed in the enemy status display area 602. Various kinds of statuses including an HP of each of a plurality of friend characters (party) that participates in a battle are displayed in the friend status display area 603.

When the battle screen is displayed, the user terminal 21 causes the display device to display a command (more specifically, an command image that functions as a virtual button according to a type of the command) on the battle screen; and carries out processing (that is, command executing processing) for causing the user character to carry out an action according to the selected command by the user (Step S300). The command executing processing will be described later in detail (see FIG. 7).

When the command executing processing is carried out, the user terminal 21 determines whether a display condition indicated by the action support information is satisfied or not (Step S202). In the present embodiment, the user terminal 21 specifies the action support information to which the user terminal 21 has to refer in this battle when the battle is to be started. In this regard, as a method of specifying the action support information that is referred to in a battle, a method of specifying it in accordance with a predetermined rule related to a battle, such as the content of the “strategy” selected by the user, a level of the user in the video game, a status of a friend character may be used, for example. Alternatively, as such a method, a method of specifying it in accordance with the content set up by a manager (or administrator) of the video game or the user in advance may be used. Further, the video game processing system 100 may be configured so that the user terminal 21 always refers to all of the action support information stored in the action support information storage section 215 a.

In a case where it is determined that the display condition indicated by the action support information is satisfied, for example, because the HP of the user character is reduced (“Yes” at Step S202), the user terminal 21 carries out processing (that is, action support information displaying processing) for displaying the action support information (Step S400). The action support information displaying processing will be described later in detail (see FIG. 10).

In a case where it is determined that the display condition indicated by the action support information is not satisfied (“No” at Step S202) or in a case where the user terminal 21 carries out the action support information displaying processing, the user terminal 21 determines whether the battle is terminated or not (Step S203). Here, in a case where it is determined that the battle is not terminated because a predetermined battle termination condition is not satisfied (“No” at Step S203), the user terminal 21 causes the processing flow to proceed to the process at Step S300. On the other hand, in a case where it is determined that the battle is terminated, for example, because an HP of the user character UC or an HP of the enemy character EC becomes zero (“Yes” at Step S203), the user terminal 21 transmits a result of the battle to the video game processing server 10 (Step S204).

When the information indicating the result of the battle is received from the user terminal 21, the video game processing server 10 updates the user information on the basis of the received information (for example, information indicating a winner of the battle, the action content or the degrees of contribution in a battle of each character; battle result information) (Step S102). In the present embodiment, the video game processing server 10 gives a battle privilege (for example, an experience value and the in-game item) to the user of the user terminal 21 in accordance with the result of the battle, and gives a participation privilege (for example, a so-called friend point and the in-game item) to the user corresponding to the character that particulates in the battle as the friend character.

FIG. 7 is a flowchart showing an example of command executing processing carried out by the user terminal 21. In the command executing processing according to the present embodiment, processing to cause the user character to make an action corresponding to each of plural kinds of commands in response to an operation of the user is carried out.

In the command executing processing, the user terminal 21 first determines whether a command display request (that is, a request to display a command or commands) is received or not (Step S301). Here, in a case where it is determined that no command display request is received because it has already been in a state that the command is displayed, for example, (“No” at Step S301), the user terminal 21 causes the processing flow to proceed to a process at Step S303 (will be described later). On the other hand, in a case where it is determined that the command display request is received, for example, because a selection operation of a “command button” displayed in the user status display area 601 is received (“Yes” at Step S301), the user terminal 21 causes the display device to display the command corresponding to the user character UC (Step S302). In the present embodiment, the user terminal 21 refers to the user information that has been received from the video game processing server 10 and stored; determines a command to be displayed when the “command button” is selected; and causes the display device to selectably display the determined command.

FIG. 8 is an explanatory drawing for explaining an example of the battle screen on which a command is displayed. As shown in FIG. 8, in the present embodiment, a command display area 801 showing at least one command is provided on the battle screen.

When the command is displayed, the user terminal 21 determines whether selection of the displayed command is received or not (Step S303). In this regard, in the present embodiment, the user terminal 21 determines whether the command is selected by means of a mouse operation by the user or not. Here, in a case where it is determined that the selection of the command is not received (“No” at Step S303), the user terminal 21 causes the processing flow to proceed to a process at Step S308 (will be described later). In this regard, in the present embodiment, the user terminal 21 controls a battle game in which the user character is caused to carry out an action whenever a predetermined time elapses since measuring time is started at predetermined timing. The user terminal 21 further controls the user character in accordance with a predetermined rule (for example, a rule to select a command set up in advance) in a case where the user selects a command at lapse of the predetermined time. On the other hand, in a case where it is determined that the selection of the command is received (“Yes” at Step S303), the user terminal 21 determines whether the selected command is a command that requires selection of an execution target or not (Step S304). In the present embodiment, the user terminal 21 refers to the command information stored in the video game information storage section 215, and determines whether the selected command is a command that requires selection of an execution target (for example, a friend character) or not.

In a case where it is determined that the selected command is not a command requiring selection of an execution target (“No” at Step S304), the user terminal 21 causes the processing flow to proceed to a process at Step S308 (will be described later). On the other hand, in a case where it is determined that the selected command is a command requiring selection of an execution target (“Yes” at Step S304), the user terminal 21 causes the display device to display a screen (an execution target selecting screen) for requesting the user to select an execution target (Step S305).

FIG. 9 is an explanatory drawing for explaining an example of the execution target selecting screen. As shown in FIG. 9, in the present embodiment, a command display area 901 and an execution target display area 902 are provided on the execution target selecting screen. In this regard, the user terminal 21 refers to the command information, and specifies a character that becomes the execution target of the selected command. In this regard, FIG. 9 specifies a friend character (in particular, a friend character whose HP does not become zero at present) as the execution target of a command “recovery magic”; and selectably displays an image indicating the specified friend character in the execution target display area 902.

When the execution target selecting screen is displayed, the user terminal 21 determines whether selection of an execution target is received or not (Step S306). Here, in a case where it is determined that selection of any execution target is not received, for example, a cancel operation for the command selection is received (“No” at Step S306), the user terminal 21 terminates display of the execution target selecting screen, and causes the processing flow to proceed to the process at Step S301. On the other hand, in a case where it is determined that the selection of the execution target is received, for example, because selection of the friend character displayed in the execution target display area 902 is received (“Yes” at Step S306), the user terminal 21 specifies the action content indicated by the selected command and an execution target (Step S307). In the present embodiment, the user terminal 21 sets up the action content according to the selected command (for example, use of recovery magic) and the execution target (for example, the friend character selected by the user) to a predetermined storage area as an action to cause the user character to carry out when an action start condition of the user character is satisfied (that is, when a status of the video game becomes action timing of the user character).

When the user specifies the action content indicated by the selected command and the execution target, the user terminal 21 determines whether it is action timing of the user character UC or not (Step S308). In the present embodiment, the user terminal 21 determines whether it is action timing of the user character UC or not on the basis of a predetermined action start condition (for example, the predetermined time elapses since the action was finally carried out). Here, in a case where it is determined that it is not the action timing of the user character (“No” at Step S308), the user terminal 21 causes the processing flow to proceed to the process at Step S301 (that is, the video game allows the user to change commands until it becomes the action timing of the user character UC). In this regard, the video game processing system 100 may be configured so that the user terminal 21 causes the processing flow to proceed to the process at Step S202 in the game processing. On the other hand, in a case where it is determined that it is the action timing of the user character UC (“Yes” at Step S308), the user terminal 21 carries out processing to cause the user character UC to carry out the action (Step S309), and causes the processing flow to proceed to the process at Step S202 in the game processing (see FIG. 5).

FIG. 10 is a flowchart showing an example of action support information displaying processing carried out by the user terminal 21. In the action support information displaying processing according to the present embodiment, processing to suggest an action to betaken to the user in a status of a battle is carried out.

In the action support information displaying processing, the user terminal 21 first specifies a character corresponding to the display condition that is satisfied in accordance with progress of the battle (Step S401).

When the character corresponding to the satisfied display condition is specified, the user terminal 21 determines whether the specified character is positioned within the game screen or not (Step S402). In the present embodiment, the user terminal 21 determines whether the specified character is positioned within the game screen or not on the basis of a coordinate of the character and information on the virtual camera. In this regard, for example, in a case where a position of the specified character is hidden by other object (for example, the enemy character EC) when viewed from a position of the virtual camera, the user terminal 21 may determine that the character is positioned within the game screen, or may determine that the character is not positioned within the game screen.

In a case where it is determined that the specified character is positioned within the game screen (“Yes” at Step S402), the user terminal 21 causes the display device to display a speech balloon image in the vicinity of the specified character. The speech balloon image includes a character's line corresponding to the satisfied display condition (Step S403).

FIG. 11 is an explanatory drawing for explaining a speech balloon image. As shown in FIG. 11, in a case where it is determined that a display condition of the character's line “May I recover you?” that sets up the friend character as a display target is satisfied because the HP of each of a friend character FC1 and the user character UC becomes a status corresponding to the display condition, the user terminal 21 specifies a position of the friend character FC1, and causes the display device to display a speech balloon image B1 including the character's line “May I recover you?” in the vicinity of the specified position, for example. In this regard, various kinds of methods are thought as a method of moving a speech balloon image so as to follow the movement of a specific character, such as a method of determining a coordinate of a representative point of the speech balloon image in accordance with update of a coordinate indicating a position of the character on the basis of the coordinate indicating the position of the character on the game screen, a size of the game screen and a size of the speech balloon image, for example. However, any method may be adopted so long as correspondence of the character to the speech balloon image is clear for the user.

Further, in the present embodiment, a plurality of display conditions are satisfied at the same time. Namely, as shown in FIG. 11, in a case where the speech balloon image B1 is displayed and it is determined that a display condition of a character's line “It hurts!” setting a friend character FC2 as a display target is satisfied because an HP of the friend character FC2 becomes a status corresponding to the display condition, the user terminal 21 specifies a position of the friend character FC2, and causes the display device to display a speech balloon image B2 including a character's line “It hurts!” in the vicinity of the specified position.

On the other hand, in a case where it is determined that the specified character is not positioned within the game screen (“No” at Step S402), the user terminal 21 causes the display device to display a speech balloon image including a character's line corresponding to the satisfied display condition in a predetermined display area (Step S404).

FIG. 12 is an explanatory drawing for explaining a predetermined area in which the speech balloon image is displayed. As shown in FIG. 12, in a case where there is a speech balloon image in which the friend character FC1 that is not positioned within the game screen is set as a display target, the user terminal 21 causes the display device to display an image 1201 indicating the friend character FC1 and a speech balloon image (or an image including the same character's line as the speech balloon image) 1202 at a left side of the display screen. In this regard, the position at which a speech balloon image setting a friend character that is not positioned within the game screen as a display target (or an image including the same character's line as that in the speech balloon image and displayed in a form different from that of the speech balloon image, such as a dialog box and the like) is displayed is not particularly limited. However, it is preferable that the displayed position is a position by which visibility of the game screen is not lowered.

When the speech balloon image (or an image including the same character's line as the speech balloon image; The same applies hereinafter.) is displayed, the user terminal 21 determines whether selection of the speech balloon image is received or not (Step S405). Here, in a case where it is determined that selection of the speech balloon image is not received, for example, because a display termination condition of the speech balloon image (for example, a condition that a predetermined time elapses since it is displayed, or a condition that the character as the display target carries out other action) is satisfied (“No” at Step S405), the user terminal 21 terminates the display of the speech balloon image, and causes the processing flow to proceed to the process at Step S203 in the game processing (see FIG. 5). On the other hand, in a case where it is determined that selection of the speech balloon image is received (“Yes” at Step S405), the user terminal 21 specifies the action subject and the action content corresponding to the character's line included in the selected speech balloon image (Step S406). Hereinafter, the case where the character's line included in the selected speech balloon image is a line “It hurts!” will be described as an example. In this regard, in the present embodiment, the user terminal 21 terminates the display of the speech balloon image selected by the user.

When the user terminal 21 refers to the action support information to specify the action subject and the action content corresponding to the character's line included in the selected speech balloon image, the user terminal 21 determines whether the specified action subject is the user character UC or not (Step S407). Here, in a case where it is determined that the specified action subject (that is, an action subject corresponding to the action content identification information selected by the user) is the user character UC (“Yes” at Step S407), the user terminal 21 causes the display device to display a command corresponding to the specified action content (Step S408).

FIG. 13 is an explanatory drawing for explaining an example of the game screen after the action content identification information is selected. As shown in FIG. 13, a command display area 1301 in which recovery system commands are selectably displayed is provided on the game screen after the action content identification information (for example, a speech balloon image including a character string “It hurts!”) is selected.

Here, in the present embodiment, a command “recovery magic” that is a skill system command and a command “medicinal herb” that is an item system command are displayed in the command display area 1301. This is because the speech balloon as the action content identification information serves as a function to display commands via a route different than usual (for example, a route to display a command “recovery magic” when a command “skill” is selected). By configuring the video game processing system 100 in this manner, it is possible to display commands in the lump in accordance with a status of the video game even though the commands include any command that belongs to a different category. Therefore, it is possible to improve operability of the video game by the user.

Further, in the present embodiment, in a case where even a recovery system command (for example, a “recovery magic” or “medicinal herb”) that is a command required for selection of the action target in principle is displayed by selecting the action content identification information, the user terminal 21 omits display of the execution target display area unlike the case in FIG. 9, for example. This is because the selection of the action content identification information (for example, the speech balloon image) was received and the action target is already specified (see Step S401). By configuring the video game processing system 100 in this manner, it is possible to make the information to be displayed on the game screen smaller compared with the case where the commands are displayed hierarchically (for example, see FIG. 8 and FIG. 9) even though the same command is displayed. Therefore, it becomes possible to improve operability of the video game by the user.

When the command is displayed, the user terminal 21 determines whether selection of the command is received or not (Step S409). Here, in a case where it is determined that no selection of the command is received (“No” at Step S409), the user terminal 21 terminates display of the command, and causes the processing flow to proceed to the process at Step S203 in the game processing (see FIG. 5). On the other hand, in a case where it is determined that the selection of the command is received (“Yes” at Step S409), the user terminal 21 carries out processing to cause the user character UC to carry out the action content indicated by the selected command against the character in the vicinity of which the selected speech balloon image is displayed (Step S410), and causes the processing flow to proceed to the process at Step S203 in the game processing (see FIG. 5). In the present embodiment, the user terminal 21 carries out processing to cause the user character UC to carry out the selected command (for example, usage of a recovery magic) against a character that becomes a display target of the selected action content identification information (for example, the friend character FC1 against the speech balloon image B1 as shown in FIG. 11, or the friend character shown by the image 1201 against an image 1202 as shown in FIG. 12). Therefore, in the present embodiment, the process at Step S410 is processing (support processing) in which the user character supports a friend character in response to an operation of the user.

On the other hand, in a case where it is determined, in the process at Step S407, that the specified action subject (that is, the action subject corresponding to the action content identification information selected by the user) is not the user character UC (“No” at Step S407), the user terminal 21 carries out processing to cause the specified action subject to carry out the specified action content (Step S411), and causes the processing flow to proceed to the process at Step S203 in the game processing (see FIG. 5). In the present embodiment, the user terminal 21 carries out processing to cause the action subject corresponding to the selected action content identification information (for example, a friend character that becomes a display target of the selected action content identification information) to carry out the action content in which the user character UC is set as the action target. Therefore, in the present embodiment, the process at Step S411 becomes processing (reverse support processing) in which the user character is supported by the friend character in response to an operation of the user.

Second Embodiment

In the first embodiment described above, the case where the video game processing apparatus (that is, the video game processing server 10 and the user terminal 21) realizes the support and the reverse support has been explained. Namely, the case where the video game processing apparatus (the video game processing server 10 and the user terminal 21) suggests, as an action that the user should take, an action to cause the user character to support a friend character or an action to cause a friend character to support the user character has been explained. In contrast, in a second embodiment, the video game processing apparatus (the video game processing server 10 and the user terminal 21) suggests, to the user, an action to cause a friend character to support the friend character (including other friend character and the friend character itself) (hereinafter, referred to as a “special support”). Hereinafter, in the second embodiment, the case where the video game processing apparatus (the video game processing server 10 and the user terminal 21) carries out action support information displaying processing part of which is different from the action support information displaying processing described above will be described as an example. However, explanation of the substantially same configurations as those in the first embodiment described above may be omitted.

FIG. 14 is an explanatory drawing for explaining another example of the speech balloon image. As shown in FIG. 14, in a case where a condition “the friend character can use a recovery item or a recovery magic and the HP of other friend character is 30% or less of the maximal value” included in the action support information is satisfied in accordance with progress of the battle (not shown in the drawings), the user terminal 21 causes the display device to display the corresponding character's line “May I recover (name of other friend character)?” with the corresponding display form “speech balloon” as the character's line of the corresponding display target “friend character”, for example. Namely, the game screen shown in FIG. 14 indicates (or shows) that the user is to cause the friend character FC1 to recover the other friend character FC2 by means of a speech balloon image B11. In this regard, in the present embodiment, the user terminal 21 causes the display device to display an instruction icon 1401 for clarifying an action target in the vicinity of action target.

FIG. 15 is a flowchart showing another example of the action support information displaying processing carried out by the user terminal 21. In the action support information displaying processing according to the present embodiment, processing to suggest an action for causing one friend character to support another friend character (for example, recover an HP thereof) to the user is carried out.

In a case where it is determined, in the process at Step S407 shown in FIG. 10, that the specified action subject is not the user character (“No” at Step S407), that is, when the friend character is specified as the action subject, the user terminal 21 specifies an action target (Step S501). In the present embodiment, the user terminal 21 specifies the action subject on the basis of the display condition. Hereinafter, the case where the user terminal 21 specifies the other friend character FC2 as a target of an action by the friend character FC1 will be described as an example.

When the action target is specified, the user terminal 21 determines whether the specified action target is the user character UC or not (Step S502). Here, in a case where it is determined that the specified action target is the user character UC (“Yes” at Step S502), the user terminal 21 causes the processing flow to proceed to the process at Step S411 as described above.

On the other hand, in a case where it is determined that the specified action target is not the user character UC, but the friend character FC2 (“No” at Step S502), the user terminal 21 confirms a state of the action target (Step S503). In the present embodiment, the user terminal 21 refers to the character information stored in a predetermined storage area of the video game information storage section 215 (not shown in the drawings), and confirms a state of the friend character FC2.

When the state of the action target is confirmed, the user terminal 21 determines whether the action target keeps a state that the condition to become the action target is satisfied or not (Step S504). Namely, in the present embodiment, in a case where the action subject satisfies an action condition after the display condition was satisfied, the user terminal 21 keeps displaying the action content identification information, and does not confirm a state of the action target for determining whether the display is kept or not. Such a configuration can also be adopted to the first embodiment described above. In this regard, the video game processing system 100 may be configured so that the user terminal 21 confirms the states of both of the action subject and the action target as for whether the display of the action content identification information is kept or not. Alternatively, the video game processing system 100 may be configured so that the user terminal 21 confirms only the state of the action target in this case. Here, in a case where it is determined that the action target keeps the state that the condition to become an action target is satisfied (“Yes” at Step S504), the user terminal 21 carries out processing to cause the specified action subject to carry out the specified action content (Step S505), and causes the processing flow to proceed to the process at Step S203 in the game processing (see FIG. 5). In the present embodiment, the user terminal 21 carries out processing to cause the friend character FC1 to carry out the action content in which the other friend character FC2 is set as the action target. Therefore, in the present embodiment, the process at Step S505 becomes processing (special processing) in which a friend character supports other friend character in response to an operation of the user.

On the other hand, in a case where it is determined that the action target does not keep the state that the condition to become an action target is satisfied, for example, because the friend character FC2 becomes a state that the HP of the friend character FC2 that is the action target already becomes zero or more than 30% of the maximal value (“No” at Step S504), the user terminal 21 informs the user that the action target does not satisfy the condition to become an action target (Step S506), and causes the processing flow to proceed to the process at Step S203 in the game processing (see FIG. 5). In the present embodiment, the user terminal 21 causes the display device to display a predetermined message screen and terminates the display of the speech balloon image B11, thereby informing the user that the friend character FC2 does not satisfy a condition to become an action target. However, in the present invention, the process at Step S506 is not essential (that is, it is not required always. For example, the video game processing system 100 may be configured so that the user terminal 21 does not inform the user that the friend character FC2 does not satisfy the condition to become the action target, but causes the friend character FC1 to carry out other action (for example, an action based on an action rule) different from the action indicated by the action content. Further, the video game processing system 100 may be configured so that the user terminal 21 does not carry out the process at Step S504, and carries out processing to cause the specified action subject to carry out the specified action content in spite of whether the action target keeps a state that the action target satisfies the condition to become the action target or not. In this case, the later the user selects the action content identification information, the higher the probability that the action by the action subject has no effect becomes (for example, because an HP of a character that need not already be recovered is recovered). Therefore, it is possible to provide a video game with a sense of speed to the user.

In this regard, the video game processing system 100 may be configured so that, according to action condition, the user terminal 21 controls the action of each of the characters so that the action subject and the action target keep a state that the display condition contained in the action support information is satisfied. Namely, the video game processing system 10 may be configured so that, for example, in a case where the display condition is a condition “a virtual distance between the friend character FC1 and the other friend character FC2 is within Z”, the user terminal 21 controls an action of at least any one of the friend character FC1 and the friend character FC2 so that the virtual distance between both characters is within the Z. Such a configuration can also be adopted to an automatic control of an action of the user (that is, the first embodiment described above, too).

As explained above, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) for controlling progress of the video game, in which the plurality of characters including the user character UC operated by the user appears, is configured so as to: include the memory for storing the action content identification information, the display condition and the action content so as to be associated with each other (for example, the action support information storage section 215 a for storing the action support information containing the action content identification information, the display condition and the action content); show the action content identification information (for example, the speech balloon image including the character's line) to the user in a case where the display condition is satisfied during progress of the video game (for example, the battle game in which the user character UC is operated to cause a battle against the enemy character EC to proceed), the action content identification information corresponding to the display condition (for example, Step S403); receive a selection operation for the shown action content identification information (for example, Step S405); and cause any of the plurality of characters to carry out the action content corresponding to the action content identification information (for example, Step S410, S411) in a case where the selection operation for the action content identification information is received (for example, “Yes” at Step S405). Therefore, it is possible to cause the user to take an action desired by the user more easily.

Namely, the video game processing apparatus is configured so as to display the action content identification information that plays a role as a shortcut key of a command to a game character in accordance with a status of the video game. Therefore, the user is allowed to not only select a displayed image, but also cause the character in the video game to take an action according to the status of the video game and the like.

Further, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so that: a friend character is included in the plurality of characters, the friend character taking an action in an action rule (for example, a rule in which a command selection by the user is not received and the action is controlled by the computer) different from that of the user character as a friend of the user character; the display condition contained in the action support information includes a reverse support identification information display condition (for example, a condition “the HP of the user character is 30% or less of the maximal value and the friend character can use a recovery item or a recovery magic”) corresponding to action content identification information, the action content identification information indicating a reverse support that is different from a support in which the user character influences on a status of the friend character, the friend character influencing on a status of the user character in the reverse support; the action content corresponding to the reverse support identification information display condition contains the content of an action (for example, “carry out the recovery magic against the user character”) that can be carried out by the friend character, and so as to: show the action content identification information corresponding to the reverse support identification information display condition to the user in a case where the reverse support identification information display condition is satisfied (for example, Step S403); and cause the friend character to carry out the action content in a case where the selection operation receiver receives a selection operation of the action content identification information (for example, Step S411). Therefore, it is possible to increase choices of the action that the user can take, and this makes it possible to improve interest of the user in the video game.

Further, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so that: a friend character is included in the plurality of characters, the friend character taking an action in an action rule (for example, a rule in which a command selection by the user is not received and the action is controlled by the computer) different from that of the user character as a friend of the user character; the display condition contained in the action support information includes a support identification information display condition (for example, a condition “the HP of the friend character is 30% or less of the maximal value and the user character can use a recovery item or a recovery magic”) corresponding to action content identification information, the action content identification information indicating a support in which the user character influences on a status of the friend character; the action content corresponding to the support identification information display condition contains the content of an action (for example, the content in which “a recovery system command is displayed in a state that a friend character is set as the recovery target”, which is the indirect content to cause the user character UC to take an action to recover the friend character FC1, thereby causing the user character UC to take an action to “recover the friend character FC1” as a result) that can be carried out by the user character, and so as to: show the action content identification information to the user in a case where the support identification information condition is satisfied (for example, Step S403); and cause the user character to carry out the action content against the friend character as a target in a case where a selection operation of the action content identification information is received (for example, Step S410). Therefore, it is possible to increase choices of the action that the user can take, and this makes it possible to improve interest of the user in the video game.

Further, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) may be configured so as to show a command associated with the action content identification information in advance to the user (for example, Step S408) in a case where a selection operation of the action content identification information is received (for example, “Yes” at Step S405). Therefore, it is possible to show a command or commands according to a status of the video game to the user with the occurrence of selection of action content identification information, and this makes it possible to reduce a load to select a command by the user.

Further, in each of the embodiments described above, video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so as to show a speech balloon image to the user, the speech balloon image indicating a speech balloon that includes a character string constituting the action content identification information (for example, Step S403). Therefore, it is possible to suggest an action to be taken to the user in accordance with a status of the video game. Namely, by showing, to the user, a character string in a form of the speech balloon that clarifies correspondence with the character appearing in the video game, it is possible to suggest an action that the user is to take effectively.

Further, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so as to display, when an image corresponding to the action content identification information whose display condition is satisfied (for example, the speech balloon image) is displayed on the display screen of the display device, the image at the display position according to movement of the character (for example, display the speech balloon image in the vicinity of character) (for example, Step S403, S404). Therefore, it is possible for the user to avoid the character corresponding to the action content identification information from becoming less apparent.

Further, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so as to: include the memory for storing the action content identification information so as to be associated with the display target (for example, include the action support information storage section 215 a for storing the action support information containing the action content identification information and the display target); determine a position, at which the image is displayed, from among a plurality of display position candidates on the basis of the position of the display target (for example, Step S402), the plurality of display position candidates including a vicinity of the display target and a predetermined display area; and cause the display device to display the image at the determined position (for example, display the speech balloon image in the vicinity of the character, or display the speech balloon image at a left side of the display screen) (for example, Steps S403, S404). Therefore, it is possible to suggest an action that the user is to take to the user with a high visibility state even in a case where a position of the character is changed in accordance with progress of the video game.

In this regard, in the embodiment described above, the case where the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) sets (or determines) the display position of the action content identification information (for example, the speech balloon image) to the vicinity of the character or a predetermined area in accordance with the position of the character that becomes the display target has been explained (for example, Steps S402, S403, S404). However, the video game processing apparatus may be configured so as to determine a mode (for example, a display form) of the action content identification information in accordance with the position of the character that is positioned within the virtual space or the game screen. Namely, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) may be configured so as to cause the display device to display an image having a mode according to a position of the character when the image corresponding to the action content identification information whose display condition is satisfied on the display screen of the display device. In this case, as the “image having the mode according to the position of the character”, the video game processing apparatus may be configured so as to display, when a plurality of characters crows on the game screen, speech balloon images in a state that one speech balloon image is overlapped on the other speech balloon images. Alternatively, the video game processing apparatus may be configured to display the speech balloon image with a mode that the user can identify a character (for example, a mode in which a character icon is displayed together with the speech balloon image) in a case where the character whose display condition is satisfied is hidden behind an enemy character and cannot be seen by the user. In this manner, the video game processing apparatus may be configured so that the user can recognize the speech balloon image is displayed on the display screen.

Further, although it has not been mentioned particularly in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) may be configured so as to determine a mode (for example, a display form) of the action content identification information in accordance with the position of the character that becomes the display target. Namely, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) may be configured so as to: store the action content identification information so that the action content identification information is associated with a display target; determine a display mode of the image on the basis of a position of the display target; and cause the display device to display the image according to the determined display mode. In this case, for example, the video game processing apparatus may be configured so that the farther the position of the character that becomes the display target is positioned from a predetermined reference position (for example, a position of the user character), the smaller a size of the action content identification information displayed in the vicinity of the character or the predetermined area becomes. Alternatively, the video game processing apparatus may be configured so that a color or the degree of transparency is changed in this case, or the action content identification information is displayed by these combination. By configuring the video game processing apparatus in this manner, it is possible to provide more information to the user at once. Namely, the action content identification information allows not only the action content but also the position of the character in the virtual space to be informed to the user. This is a preferable configuration in a case where the virtual space is a three-dimensional virtual space or a plurality of characters are displayed at the same time so as to be associated with the action content identification information thereof, for example.

Further, in the second embodiment described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so that: a friend character is included in the plurality of characters, the friend character taking an action in an action rule (for example, a rule in which a command selection by the user is not received and the computer controls its action) different from that of the user character as a friend of the user character; the display condition contained in the action support information includes a special support identification information display condition (for example, the friend character can use a recovery item or a recovery magic and the HP of other friend character is 30% or less of the maximal value) corresponding to action content identification information, the action content identification information indicating a special support in which the friend character influences on a status of the friend character or other friend character different from the friend character; the action content corresponding to the special support identification information display condition contains the content of an action that can be carried out by the friend character (for example, recovery of the HP); and the friend character is caused to carry out the action content in a case where a selection operation of the action content identification information is received (for example, Step S505). Therefore, as the action that the user is to take, it is possible to suggest an action for causing one friend character to support itself or the other friend character, this makes it possible to add an action that does not include an instruction to the user character to the actions that the user can take.

Further, in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) is configured so that the action content identification information contains a character string that indicates a character's line to suggest the action content to the user. Therefore, it is possible to provide a video game in which the user can grasp (or understand) a status of the video game readily. Further, the video game processing apparatus is configured so as to transmit a role of each character in the video game to the user in advance, thereby preparing a character's line corresponding to the role of each character and displaying the character's line as the action content identification information associated with the action that the specific character (for example, the character itself) is to take. Therefore, it is possible to provide the video game in which the user can take an action to be taken in accordance with a status of the video game readily. Namely, it is possible to provide the video game in which the user can readily grasp or understand the content of processing to be carried out by selecting action content identification information and the action content.

In this regard, in the embodiment described above, the case where a user terminal has a communication function and a friend character is a character (or avatar) of other user has been explained as an example. However, the video game processing system 100 may be configured so that the user terminal does not has any communication function. In this case, the user terminal may be configured so that information regarding the characters that participate in the video game as a friend of the user character (for example, status information or action information) is stored in a storage device included in the user terminal.

In this regard, although it has not been mentioned particularly in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) may be configured so as to restrict the number of pieces of action content identification information that are displayed at the same timing. In this case, the video game processing apparatus may be configured so that, in a case where a predetermined number (for example, two) of pieces of the action content identification information are displayed and a display condition of a piece of the action content identification information is then satisfied further, the display of the pieces of the action content identification information that have been displayed previously is terminated (or the display is terminated after waiting lapse of a given time since the display is started) and the action content identification information corresponding to the display condition that is newly satisfied is then displayed, for example.

In this regard, although it has not been mentioned particularly in each of the embodiments described above, the video game processing apparatus (for example, the video game processing server 10 or the user terminal 21) may be configured so as to display, when a display condition in which one friend character is set to a display target is satisfied, all pieces of the action content identification information corresponding to the satisfied display condition. Alternatively, the video game processing apparatus may be configured so as to display pieces of a predetermined number (for example, one) of the action content identification information on the basis of a predetermined priority rule, for example. Further, the video game processing apparatus may be configured so as to in turn display pieces of the action content identification information by a predetermined number on the basis of a predetermined priority rule. In this case, it is preferable to use a rule in which action content identification information associated with the action content for avoiding the HP of the user character from becoming zero (that is, avoiding a battle defeat condition from being satisfied) is displayed on a priority basis as the predetermined priority rule.

Further, in each of the embodiments described above, each of the plurality of user terminals 21 to 2N and the video game processing server 10 carries out the various processes described above in accordance with various control programs (for example, the video game processing program) stored in the storage device (memory) included in the user terminal 21 to 2N or the video game processing server 10 itself.

In this regard, the configuration of the video game processing system 100 is not limited to the configuration described above. For example, the video game processing system 100 may be configured so that the video game processing server 10 carries out a part or all of the processes that have been explained as the processing carried out by the user terminal. Alternatively, the video game processing system 100 may be configured so that any of the plurality of user terminals 21 to 2N (for example, the user terminal 21) carries out a part or all of the processes that have been explained as the processing carried out by the video game processing server 10. Further, the video game processing system 100 may be configured so that each of the user terminals 21 to 2N includes a part or all of the storage sections included in the video game processing server 10. Namely, the video game processing system 100 may be configured so that any one of the user terminal 21 and the video game processing server 10 in the video game processing system 100 includes a part or all of the functions included in the other thereof. As other example of the configuration of the video game processing system 100, there is a configuration to operate as a cloud-based gaming system. As an example of the configuration to operate as the cloud-based gaming system, the video game processing server 10 is configured so as to receive operational information inputted in each of the plurality of user terminals 21 to 2N; carry out processing related progress of the video game on the basis of the received operational information; and transmit output information (for example, image information or sound information) to each of the plurality of user terminals 21 to 2N. Here, as examples of the processing related to progress of the video game, there are updating processing to update various kinds of information according to the operational information, various kinds of determining processings, and processing to generate the game screen.

INDUSTRIAL APPLICABILITY

The present invention is useful to make it possible for a user to take an action desired by the user more easily. 

What is claimed is:
 1. A video game processing apparatus for controlling progress of a video game, a plurality of characters including a user character appearing in the video game, a user operating the user character, the video game processing apparatus comprising: a memory for storing action content identification information, a display condition and an action content so as to be associated with each other; an action content identification information display controller for showing action content identification information to the user in a case where the display condition is satisfied during progress of the video game, the action content identification information corresponding to the display condition; a selection operation receiver for receiving a selection operation for the action content identification information shown by the action content identification information display controller; and an action content executor for causing any of the plurality of characters to carry out the action content corresponding to the action content identification information in a case where the selection operation for the action content identification information is received.
 2. The video game processing apparatus according to claim 1, wherein a friend character is included in the plurality of characters, the friend character taking an action in an action rule different from that of the user character as a friend of the user character, wherein the display condition includes a reverse support identification information display condition corresponding to action content identification information, the action content identification information indicating a reverse support that is different from a support in which the user character influences on a status of the friend character, the friend character influencing on a status of the user character in the reverse support, wherein the action content corresponding to the reverse support identification information display condition contains the content of an action that can be carried out by the friend character, wherein the action content identification information display controller shows the action content identification information corresponding to the reverse support identification information display condition to the user in a case where the reverse support identification information display condition is satisfied, and wherein the action content executor causes the friend character to carry out the action content in a case where the selection operation receiver receives a selection operation of the action content identification information.
 3. The video game processing apparatus according to claim 1, wherein a friend character is included in the plurality of characters, the friend character taking an action in an action rule different from that of the user character as a friend of the user character, wherein the display condition includes a support identification information display condition corresponding to action content identification information, the action content identification information indicating a support in which the user character influences on a status of the friend character, wherein the action content corresponding to the support identification information display condition contains the content of an action that can be carried out by the user character, wherein the action content identification information display controller shows the action content identification information to the user in a case where the support identification information condition is satisfied, and wherein the action content executor causes the user character to carry out the action content against the friend character as a target in a case where the selection operation receiver receives a selection operation of the action content identification information.
 4. The video game processing apparatus according to claim 1, further comprising: a command display controller for showing a command associated with the action content identification information in advance to the user in a case where the selection operation receiver receives a selection operation of the action content identification information.
 5. The video game processing apparatus according to claim 1, wherein the action content identification information display controller shows a speech balloon image to the user, the speech balloon image indicating a speech balloon that includes a character string constituting the action content identification information.
 6. The video game processing apparatus according to claim 1, wherein the action content identification information display controller includes an image display controller for causing a display device to display an image corresponding to action content identification information whose display condition is satisfied on a display screen, and wherein the image display controller causes the display device to display the image at a display position according to movement of the character.
 7. The video game processing apparatus according to claim 6, wherein the action content identification information is stored in the memory so that the action content identification information is associated with a display target, wherein the image display controller includes an image display position determiner for determining a position, at which the image is displayed, from among a plurality of display position candidates on the basis of the position of the display target, the plurality of display position candidates including a vicinity of the display target and a predetermined display area, and wherein the image display controller causes the display device to display the image at the position determined by the image display position determiner.
 8. The video game processing apparatus according to claim 7, wherein the image display position determiner determines that the image is displayed in the vicinity of the display target in a case where the position of the display target is positioned within the game screen, and wherein the image display position determiner determines that the image is displayed at the predetermined display area in a case where the position of the display target is not positioned within the game screen.
 9. The video game processing apparatus according to claim 1, wherein the action content identification information display controller includes an image display controller for causing a display device to display an image corresponding to action content identification information whose display condition is satisfied on a display screen, and wherein the image display controller causes the display device to display an image having a mode according to a position of the character.
 10. The video game processing apparatus according to claim 9, wherein the image display position determiner determines that the image is displayed in the vicinity of the display target in a case where the position of the display target is positioned within the game screen, and wherein the image display position determiner determines that the image is displayed at the predetermined display area in a case where the position of the display target is not positioned within the game screen.
 11. The video game processing apparatus according to claim 9, wherein the action content identification information is stored in the memory so that the action content identification information is associated with a display target, wherein the image display controller includes a display mode determiner for determining a display mode of an image on the basis of a position of the display target, and wherein the image display controller causes the display device to display the image according to the display mode determined by the display mode determiner.
 12. The video game processing apparatus according to claim 11, wherein the image display position determiner determines that the image is displayed in the vicinity of the display target in a case where the position of the display target is positioned within the game screen, and wherein the image display position determiner determines that the image is displayed at the predetermined display area in a case where the position of the display target is not positioned within the game screen.
 13. The video game processing apparatus according to claim 1, wherein a friend character is included in the plurality of characters, the friend character taking an action in an action rule different from that of the user character as a friend of the user character, wherein the display condition includes a special support identification information display condition corresponding to action content identification information, the action content identification information indicating a special support in which the friend character influences on a status of the friend character or other friend character different from the friend character, wherein the action content corresponding to the special support identification information display condition contains the content of an action that can be carried out by the friend character, and wherein the action content executor causes the friend character to carry out the action content in a case where the selection operation receiver receives a selection operation of the action content identification information.
 14. The video game processing apparatus according to claim 1, wherein the action content identification information contains a character string that indicates a character's line to suggest the action content to the user.
 15. A non-transitory computer-readable medium including a video game processing program product for causing a computer to control progress of a video game, a plurality of characters including a user character appearing in the video game, a user operating the user character, wherein the computer comprises a memory for storing action content identification information, a display condition and an action content so as to be associated with each other, wherein the video game processing program product causes the computer to execute: showing action content identification information to the user in a case where the display condition is satisfied during progress of the video game, the action content identification information corresponding to the display condition; receiving a selection operation for the action content identification information in the showing action content identification information to the user; and causing any of the plurality of characters to carry out the action content corresponding to the action content identification information in a case where the selection operation for the action content identification information is received. 